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Got any specific hints I should know?

Just getting into this freespace 2 modding, I read some tutorials, got a few pms from nice people offereing help, just wondered if there was any of those "oh we forgot everybody knows that but you" things with freespace 2:)

Big questions I have right now are


I've set a limit for the dilgar war fighters and cap ships at 2500, no ship exceeds that for any reason.. and most will hover around 2000

is that resonable?

second, I want to use all those cool effects like shine maps and such.. lots of work?

finally... does shine mean spec.. as in you use a greyscale contrasted texture to highlight certain areas and not others, or is it a generic make this washed out in the light sort of thing?

finally, anybody who wants to help out on any level is MORE then welcome, I have no illusions about what I"m starting here, at least with starshatter before I started the mod I had a good 2 years of fiddeling with it

Thanks

msn [email protected]
Matris Games
Jason Blaz
Graphics Artist and 3D Modeler

 

Offline aldo_14

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Quote
Originally posted by DamoclesX
Got any specific hints I should know?

Just getting into this freespace 2 modding, I read some tutorials, got a few pms from nice people offereing help, just wondered if there was any of those "oh we forgot everybody knows that but you" things with freespace 2:)

Big questions I have right now are


I've set a limit for the dilgar war fighters and cap ships at 2500, no ship exceeds that for any reason.. and most will hover around 2000

is that resonable?

second, I want to use all those cool effects like shine maps and such.. lots of work?

finally... does shine mean spec.. as in you use a greyscale contrasted texture to highlight certain areas and not others, or is it a generic make this washed out in the light sort of thing?

finally, anybody who wants to help out on any level is MORE then welcome, I have no illusions about what I"m starting here, at least with starshatter before I started the mod I had a good 2 years of fiddeling with it

Thanks

msn [email protected]


Non-source code FS had a limit of something like 850 polys per subobject, about 5000 over all subbjs (including LODs and debris).  SCP FS2 has...bloody huge limits (I think the highest poly working ship is something like 16,000 - Omniscapers Enterprise/Galaxy class).  I have no idea what they are, but I work around the 2500 limit you suggested, sometimes over, sometimes under.

Spec maps... are simply bitmaps with -shine at the end (i.e. the spec map corresponding to fighter01 is fighter01-shine).  FS retail used 8-bit pcx for all maps, SCP supports jpg (I think), TGA, and DDS.  There's alpha support for TGa and DDS, but the're a bit of complexity in the subobject setup (which I'll leave till later).

Glow maps are the same as shine, except with -glow at the end.

In my understanding, if an area is fully lit the specular map is drawn (not sure if it's partly opaque or otherwise).  If dark, the glow map is drawn.  Spec maps can be coloured, however, i.e. if you want a colour of reflective glass.  I believe specular maps are also used for enviromental mapping, but I don;t think that bit of the code is officially complete yet.

It's recommended you use as few texture maps as possible with models, due to changes caused by the HTL implementation.

Other stuff.... and you may know this, apologies if otherwise.....
Turrets are subobjects.  
2 part turrets (rotating base with barrels) only work when mounted on the top / bottom - i.e. not if mounted horizontally.
4 lod models (5 may be supported, not sure), 1 debris model.  The shield is converted as another model, too.  Shields tend to be dodgy for capships.
All turrets / rotating objects are subobjects attached to the main hull
Subobjects (i.e. turrets) can have multiple LODs; i.e. turret01a is attached to the LOD0 hull, turret01b to the LOD1 hull, etc
The can also have a destroyed (debris) object, which is the subobject name appended with -destroyed (i.e. turret01a-destroyed)
You can have live debris which is 'spewed' out when a subobject is destroyed.  This is the subobj name appended by -debris, and with a set of rotational properties to affect how it flies off.  (best look at the Charybdis or something to see these)
Can convert using truespace and - thanks to Styxx - max.  The max plugin is new, so a lot of people like me have little experience with it - but it seems reliable enough IMO.

Um.... basically, it's best to ask if there's anything you can't figure out.  There's a hell of a lot of stuff I could add above, but my fingers hurt.  hope some of that helps :)

 
a 3dmax exporter?! so I can do all that subsystems stuff without needing truespace? I will try to find info on that
Matris Games
Jason Blaz
Graphics Artist and 3D Modeler

 

Offline aldo_14

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Quote
Originally posted by DamoclesX
a 3dmax exporter?! so I can do all that subsystems stuff without needing truespace? I will try to find info on that


http://www.hard-light.net/forums/index.php/topic,26260.0.html

I've not used it yet for a full model, but initial tests are pretty positive :)

 

Offline magatsu1

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Quote
Originally posted by DamoclesX
I've set a limit for the dilgar war fighters and cap ships at 2500, no ship exceeds that for any reason.. and most will hover around 2000


Dilgar ? as in Babylon5 ?
Blitzerland: Knows what he's talkin' about

 

Offline aldo_14

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Quote
Originally posted by magatsu1


Dilgar ? as in Babylon5 ?


:nod:

This lads good at this, BTW......

 

Offline magatsu1

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hey thanks!


yeah, I know. I can pretend though right ?
Blitzerland: Knows what he's talkin' about

 

Offline Getter Robo G

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I've seen some of this guys stuff (NICE!!!)
Plus Project seven sounds exciting...

   I hope TBP has welcomed the possible addition of the Era before Earth-Minbari war  (the Earth Dilgar Invasion). EA helped teh League of non-aligned worlds repulse an invasion and I'm not sure but weren't the Dilgar were like klingons (in mentality) but willing to use bio weapons (Or medical atrocities, like the immortality process). We got to see The last surviving Dilgar Warmaster only one episode of B5 (and the Vorlons wacked her quick!). Damn EA was willing to let her commit mass murders (in the name of research) to make the Human leadership immortal.
"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

"I am the one and ONLY Star Dragon..."
Proof for the noobs:  Member Search

[I'm Just an idea guy, NOT: a modeler, texturer, or coder... Word of advice, "Watch out for the ducks!"]

Robotech II - Continuing...
FS2 Trek - Snails move faster than me...
Star Blazers: Journey to Iscandar...
FS GUNDAM - The Myth lives on... :)

 
Man, this community rocks lol, been living under a rock modeling in the dark to long I think:)

That exporter looks AWSOME, I didnt want to use truespace.. its nice and all but........ not my style, I can use max as easy as people can breath, but other programs drive me insane

I will get on this tonight I want to finish up this dilgar fighter, and make sure its 100%, taking the extra effort to make all these fighters the best they can be, so it does not get bogged down like the starshatter mod did, and force us to use my old models from 4 years ago(6400 poly starships are NOT GOOD, worst when you have 5000 poly fighters!!!)

I dont suppose I would get lynched if I suggested that freespace needs a true neutron phsysics engine and thruster controls that fire based on player input(cause I will be saying this over and over until we get it!)

:)
« Last Edit: October 06, 2004, 10:17:13 am by 2209 »
Matris Games
Jason Blaz
Graphics Artist and 3D Modeler

 

Offline aldo_14

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Y'know, you can dodgily fudge some of that by playing with the intertial dampening, etc, stats in the TBLs.  you'll never get close to newtonian, of course, but you might find a neat solution.

Other thing is you can change the engines so that you can only move by pressing the afterburners.... might be able to work out something with that plus some dampening changes.

 

Offline Black Wolf

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Quote
Originally posted by DamoclesX

I dont suppose I would get lynched if I suggested that freespace needs a true neutron phsysics engine and thruster controls that fire based on player input(cause I will be saying this over and over until we get it!)


You're probably not going to get lynched, but unless you know a bored ubercoder, you're probably not going to get it either.
TWISTED INFINITIES · SECTORGAME· FRONTLINES
Rarely Updated P3D.
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Offline Grimloq

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dont say it over and over!

you will be eaten!

if not by the SCP, then by me!
A alphabetically be in organised sentences should words.

 

Offline Trivial Psychic

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Sound's like we've got another shivan on the board.  How many is that now?
The Trivial Psychic Strikes Again!

  
This one has teeth however:)
Matris Games
Jason Blaz
Graphics Artist and 3D Modeler